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@ -52,8 +52,8 @@ namespace
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class GlowUpdater : public SceneUtil::StateSetUpdater
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class GlowUpdater : public SceneUtil::StateSetUpdater
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{
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{
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public:
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public:
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GlowUpdater(osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures)
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GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures)
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: mTexUnit(1) // FIXME: might not always be 1
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: mTexUnit(texUnit)
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, mColor(color)
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, mColor(color)
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, mTextures(textures)
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, mTextures(textures)
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{
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{
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@ -1055,17 +1055,27 @@ namespace MWRender
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osg::ref_ptr<osg::Image> image = mResourceSystem->getImageManager()->getImage(stream.str());
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osg::ref_ptr<osg::Image> image = mResourceSystem->getImageManager()->getImage(stream.str());
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osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(image));
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osg::ref_ptr<osg::Texture2D> tex (new osg::Texture2D(image));
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tex->setName("envMap");
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tex->setWrap(osg::Texture::WRAP_S, osg::Texture2D::REPEAT);
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tex->setWrap(osg::Texture::WRAP_S, osg::Texture2D::REPEAT);
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tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
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tex->setWrap(osg::Texture::WRAP_T, osg::Texture2D::REPEAT);
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mResourceSystem->getSceneManager()->applyFilterSettings(tex);
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mResourceSystem->getSceneManager()->applyFilterSettings(tex);
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textures.push_back(tex);
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textures.push_back(tex);
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}
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}
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osg::ref_ptr<GlowUpdater> glowupdater (new GlowUpdater(glowColor, textures));
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int texUnit = 1; // FIXME: might not always be 1
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osg::ref_ptr<GlowUpdater> glowupdater (new GlowUpdater(texUnit, glowColor, textures));
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node->addUpdateCallback(glowupdater);
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node->addUpdateCallback(glowupdater);
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// TODO: regenerate shader
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// set a texture now so that the ShaderVisitor can find it
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// allowedToModifyStatesets = false
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osg::ref_ptr<osg::StateSet> writableStateSet = NULL;
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if (!node->getStateSet())
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writableStateSet = node->getOrCreateStateSet();
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else
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writableStateSet = osg::clone(node->getStateSet(), osg::CopyOp::SHALLOW_COPY);
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writableStateSet->setTextureAttributeAndModes(texUnit, textures.front(), osg::StateAttribute::ON);
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writableStateSet->addUniform(new osg::Uniform("envMapColor", glowColor));
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mResourceSystem->getSceneManager()->recreateShaders(node);
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}
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}
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// TODO: Should not be here
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// TODO: Should not be here
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